Any plans to add detection fo DXVK? It looks like All Gamemaker games gonna use it from now on which is huge. Recent "Cyber Shadow" uses it as a...
Removed from host
No, it just PresentMon wrapped into shitty nvidia package with bunch of telemetry. Leather jacket ha no shame.
Report for the future, when you get back: Win7x64, CP2077, beta9, drivers 460.79 - unable to hook to the game, regardless of mode
@uKER Update required for new package as of December 2020.
I'm bewildered by this thread. A guy asked simple question - is thing X under Z conditions possible, yes/no. Instead, he got bunch of random...
What in the everloving frack
Got the same with Ghostrunner, for some reason locked to 60FPS after I re-initialized FSE mode (alt+enter) while having sync enabled (I think it...
For some reason my frametime is really terrible while on GTX1070. I lowered gfx options to tolerable minimum and there are no big dips but damn it...
There is some irony here but I cant quite put my fingers on it...
How does that work even? ESync just like FastSynbc requires you to have stable (99% window) 2x FPS of refresh rate or you get consistent...
No I cant, that why I ask? If RTSS does not save the value I've adjusted via hotkeys then I have absolutely no way knowing what it will...
If I start game with Scanlinesync0=1 and then use hotkey to steer it offscreen and leave that way - what would it be resynchronzed to next 60...
Alright, thanks. I assume SyncTimeout still works the same as in classic sync mode and if my game drops FPS below my specified FPS limit it will...
Okay, so it is not on the UI, it is in the profile, requires direct editing. My question was more along the lines - how does this affect hybrid...
The fact that there is no information on how to enable it?
Wat How would I use them then? And for Hybrid Sync to work - are you no longer allowed to move tearline manually via hotkeys/SyncScanline0 directive?
Is there a template for the Sync counters or do I need to compose my own using OverlayPlugin?
Is there any way to get present latency measured properly with PresentMon when using scanlinesync (vanilla or hybrid)? I'm getting...
Does that mean that initial sync configuration and tearline positioning should be done in classic scanlinesync mode and then you switch to hybrid...